implement backtracking approach
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b690f43a73
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bdab3f3b43
4 changed files with 136 additions and 21 deletions
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@ -135,7 +135,7 @@ namespace Download {
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}
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template <std::size_t num_suits, Hanabi::player_t num_players, std::size_t hand_size>
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void get_game(std::variant<int, const char *> game_spec, unsigned turn) {
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Hanabi::HanabiState<num_suits, num_players, hand_size> get_game(std::variant<int, const char *> game_spec, unsigned turn) {
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const boost::json::object game_json = [&game_spec]() {
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if (game_spec.index() == 0) {
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return download_game_json(std::get<int>(game_spec));
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@ -150,7 +150,7 @@ namespace Download {
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auto game = produce_state<num_suits, num_players, hand_size>(deck, actions, turn);
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game.normalize_draw_and_positions();
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std::cout << game << std::endl;
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return game;
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}
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15
game_state.h
15
game_state.h
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@ -132,8 +132,12 @@ enum class ActionType {
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struct BacktrackAction {
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ActionType type{};
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// The card that was discarded or played
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Card discarded{};
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// Index of card in hand that was discarded or played
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std::uint8_t index{};
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// Multiplicity of new draw (needed for probability calculations)
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std::uint8_t multiplicity{};
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};
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template <std::size_t num_suits, player_t num_players, std::size_t hand_size>
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@ -142,6 +146,8 @@ public:
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HanabiState() = default;
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explicit HanabiState(const std::vector<Card>& deck);
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double backtrack();
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BacktrackAction clue();
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/**
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@ -158,7 +164,7 @@ public:
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void revert(const BacktrackAction &action);
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void draw(std::uint8_t index);
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uint8_t draw(uint8_t index);
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void revert_draw(std::uint8_t index, Card card);
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@ -166,16 +172,21 @@ public:
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void decr_turn();
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bool is_trash(const Card& card) const;
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bool is_playable(const Card& card) const;
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player_t _turn{};
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clue_t _num_clues{};
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std::uint8_t _draw_pile_size{};
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std::uint8_t _weighted_draw_pile_size{};
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Stacks<num_suits> _stacks{};
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std::array<std::array<Card, hand_size>, num_players> _hands{};
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CardArray<num_suits, player_t> _card_positions{};
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std::list<CardMultiplicity> _draw_pile{};
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std::uint8_t endgame_turns_left;
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// further statistics that we might want to keep track of
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uint8_t _pace{};
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uint8_t _score{};
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auto operator<=>(const HanabiState &) const = default;
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};
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129
game_state.hpp
129
game_state.hpp
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@ -61,11 +61,13 @@ namespace Hanabi {
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HanabiState<num_suits, num_players, hand_size>::HanabiState(const std::vector<Card> &deck):
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_turn(0),
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_num_clues(max_num_clues),
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_draw_pile_size(deck.size() - num_players * hand_size),
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_weighted_draw_pile_size(deck.size() - num_players * hand_size),
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_stacks(),
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_hands(),
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_card_positions(draw_pile),
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_draw_pile() {
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_draw_pile(),
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_pace(deck.size() - 5 * num_suits - num_players * (hand_size - 1)),
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_score(0) {
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std::ranges::fill(_stacks, starting_card_rank);
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for(const Card& card: deck) {
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_draw_pile.push_back({card, 1});
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@ -92,11 +94,27 @@ namespace Hanabi {
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template<size_t num_suits, player_t num_players, size_t hand_size>
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void HanabiState<num_suits, num_players, hand_size>::incr_turn() {
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_turn = (_turn + 1) % num_players;
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if(endgame_turns_left != -1) {
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endgame_turns_left--;
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}
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}
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template<size_t num_suits, player_t num_players, size_t hand_size>
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void HanabiState<num_suits, num_players, hand_size>::decr_turn() {
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_turn = (_turn + num_players - 1) % num_players;
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if (endgame_turns_left != -1) {
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endgame_turns_left++;
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}
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}
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template<size_t num_suits, player_t num_players, size_t hand_size>
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bool HanabiState<num_suits, num_players, hand_size>::is_playable(const Hanabi::Card &card) const {
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return card.rank == _stacks[card.suit] - 1;
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}
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template<size_t num_suits, player_t num_players, size_t hand_size>
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bool HanabiState<num_suits, num_players, hand_size>::is_trash(const Hanabi::Card &card) const {
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return card.rank >= _stacks[card.suit];
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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@ -107,31 +125,32 @@ namespace Hanabi {
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assert(card.rank == _stacks[card.suit] - 1);
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--_stacks[card.suit];
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_score++;
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BacktrackAction ret{ActionType::play, _hands[_turn][index], index};
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BacktrackAction ret{ActionType::play, _hands[_turn][index], index, 0};
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if (card.rank == 0) {
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// update clues if we played the last card of a stack
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_num_clues++;
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}
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draw(index);
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ret.multiplicity = draw(index);
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incr_turn();
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return ret;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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BacktrackAction HanabiState<num_suits, num_players, hand_size>::discard(
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std::uint8_t index) {
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BacktrackAction HanabiState<num_suits, num_players, hand_size>::discard(std::uint8_t index) {
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assert(index < _hands[_turn].size());
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assert(_num_clues != max_num_clues);
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_num_clues++;
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_pace--;
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BacktrackAction ret{ActionType::discard, _hands[_turn][index], index};
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draw(index);
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ret.multiplicity = draw(index);
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incr_turn();
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return ret;
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@ -171,7 +190,7 @@ namespace Hanabi {
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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void HanabiState<num_suits, num_players, hand_size>::draw(std::uint8_t index) {
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std::uint8_t HanabiState<num_suits, num_players, hand_size>::draw(uint8_t index) {
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assert(index < _hands[_turn].size());
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const Card& discarded = _hands[_turn][index];
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@ -181,24 +200,36 @@ namespace Hanabi {
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// draw a new card if the draw pile is not empty
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if (!_draw_pile.empty()) {
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--_draw_pile_size;
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CardMultiplicity draw = _draw_pile.front();
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--_weighted_draw_pile_size;
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const CardMultiplicity draw = _draw_pile.front();
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_draw_pile.pop_front();
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assert(draw.multiplicity > 0);
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if (draw.multiplicity > 1) {
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draw.multiplicity--;
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_draw_pile.push_back(draw);
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_draw_pile.back().multiplicity--;
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}
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draw.card.copy = draw.multiplicity - 1;
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_hands[_turn][index] = draw.card;
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Card& card_in_hand = _hands[_turn][index];
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card_in_hand = draw.card;
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card_in_hand.copy = draw.multiplicity - 1;
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if (_stacks[draw.card.suit] > draw.card.rank) {
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_card_positions[draw.card] = _turn;
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_card_positions[card_in_hand] = _turn;
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}
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if(_draw_pile.empty()) {
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endgame_turns_left = num_players;
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}
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return draw.multiplicity;
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}
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return 0;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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void HanabiState<num_suits, num_players, hand_size>::revert_draw(std::uint8_t index, Card card) {
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endgame_turns_left = -1;
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assert(index < _hands[_turn].size());
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const Card& discarded = _hands[_turn][index];
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if (_stacks[discarded.suit] > discarded.rank) {
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@ -216,7 +247,7 @@ namespace Hanabi {
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if (_stacks[card.suit] > card.rank) {
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_card_positions[card] = _turn;
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}
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_draw_pile_size++;
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_weighted_draw_pile_size++;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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@ -277,6 +308,7 @@ namespace Hanabi {
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case ActionType::discard:
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assert(_num_clues > 0);
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_num_clues--;
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_pace++;
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revert_draw(action.index, action.discarded);
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break;
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case ActionType::play:
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@ -285,9 +317,76 @@ namespace Hanabi {
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}
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revert_draw(action.index, action.discarded);
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_stacks[action.discarded.suit]++;
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_score--;
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default:
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break;
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}
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}
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#define UPDATE_PROBABILITY(new_probability) \
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best_probability = std::max(best_probability, new_probability); \
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if (best_probability == 1) { \
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return best_probability; \
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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double HanabiState<num_suits, num_players, hand_size>::backtrack() {
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std::cout << *this << std::endl;
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if (_score == 5 * num_suits) {
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return 1;
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}
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if(_pace < 0 || endgame_turns_left == 0) {
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return 0;
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}
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// TODO: Have some endgame analysis here?
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// First, check if we have any playable cards
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double best_probability = 0;
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const std::array<Card, hand_size> hand = _hands[_turn];
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// First, check for playables
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for(std::uint8_t index = 0; index < hand_size; index++) {
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if(is_playable(hand[index])) {
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double sum_of_probabilities = 0;
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for(size_t i = 0; i < _draw_pile.size(); i++) {
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BacktrackAction action = play(index);
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sum_of_probabilities += backtrack() * action.multiplicity;
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revert(action);
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}
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const double probability_for_this_play = sum_of_probabilities / _weighted_draw_pile_size;
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UPDATE_PROBABILITY(probability_for_this_play);
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}
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}
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// Check for discards now
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if(_pace > 0) {
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for(std::uint8_t index = 0; index < hand_size; index++) {
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if (is_trash(hand[index])) {
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double sum_of_probabilities = 0;
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for(size_t i = 0; i < _draw_pile.size(); i++) {
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BacktrackAction action = discard(index);
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sum_of_probabilities += backtrack() * action.multiplicity;
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revert(action);
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}
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const double probability_discard = sum_of_probabilities / _weighted_draw_pile_size;
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UPDATE_PROBABILITY(probability_discard);
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// All discards are equivalent, do not continue searching for different trash
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break;
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}
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}
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}
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// Last option is to stall
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if(_num_clues > 0) {
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BacktrackAction action = clue();
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const double probability_stall = backtrack();
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revert(action);
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UPDATE_PROBABILITY(probability_stall);
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}
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return best_probability;
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}
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} // namespace Hanabi
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9
main.cpp
9
main.cpp
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@ -22,7 +22,7 @@ void test_game() {
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state._hands[0] = {y0, y1, y2, r0, r1};
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state._hands[1] = {r1, r1, y1, r3, r2};
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state._card_positions[r1] = 0;
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state._draw_pile_size = 1;
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state._weighted_draw_pile_size = 1;
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auto state2 = state;
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@ -38,7 +38,12 @@ void test_game() {
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assert(state == state2);
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}
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void download() { Download::get_game<6,3,5>("1004116.json", 40); }
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void download() {
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auto game = Download::get_game<6,3,5>("1004116.json", 40);
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std::cout << game << std::endl;
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auto res = game.backtrack();
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std::cout << res << std::endl;
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}
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void print_sizes() {
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std::cout << "size of card -> hand map: " << sizeof(HanabiState<5, 3, 4>)
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